Player-1: Learning to Play from Synthetic Experience
Organizations: National University of Singapore · ARC Lab, Tencent IEG · Nanyang Technological University
Abstract
Computer-use agents have demonstrated strong capabilities in interpreting screens and executing keyboard and mouse actions. However, games, with their visually rich worlds and diverse mechanics, remain challenging and offer a demanding next step toward general digital control. Current game-agent learning pipelines often rely on large-scale demonstrations with limited coverage of dynamic game states, while scalable environments for interactive training remain difficult to obtain. We introduce Player-1, a post-training framework for learning game control beyond demonstrations through synthetic experience. We extend the computer-use action space with relative pointer motion, sustained inputs, and composite actions. For supervised initialization, we fine-tune computer-use models on 6,044 curated gameplay trajectories that pair recorded actions with task instructions and visual reasoning. We construct Player-1-Gym, sixteen synthetic 2D and 3D environments designed around control demands shared across games. Programmatically verifiable rewards and randomized observations and control dynamics support multi-environment reinforcement learning with PPO. The resulting Player-1-9B and Player-1-35B-A3B improve MineDojo-300 success over their SFT policies by 27.8 and 17.7 percentage points, respectively. Player-1-9B reaches 38.33% success compared with 12.63% for the strongest evaluated baseline, with further gains over SFT on ViZDoom-10 and GameWorld. Further analyses show that broader synthetic environment coverage improves transfer, while the use of composite actions that combine multiple keyboard and mouse inputs increases during RL. We demonstrate that learning from synthetic experience substantially improves game control beyond supervised initialization, with gains that generalize beyond the RL training suite.
Figures & tables
| Method | Learning focus | Supervision | RL environments | Evaluation | Availability |
|---|---|---|---|---|---|
| Game-TARS | Large-scale pretraining | Reasoning + action | — | Held-out games | ✗ |
| SIMA 2 | Embodied assistance | Reasoning + action | Games + world model | Held-out games | ✗ |
| NitroGen | System-1 generalist | Action | — | Games + adaptation | ✓ |
| Odysseus | Long-horizon RL | Reasoning + action | 5 Mario levels | Mario games | ✓ |
| Player-1 | Beyond demonstrations | Reasoning + action | 16 synthetic envs | RL held-out games | ✓ |
| Success rate (%) | Coverage by successes ( ) | ||||||
| Method | Combat | Harvest | Overall | [95% CI] | 1 of 8 | 2 of 8 | 4 of 8 |
| JARVIS-VLA | 7.56 | 5.00 | 6.71 | [5.38, 8.08] | 95/300 | 41/300 | 5/300 |
| UI-TARS-1.5-7B | 0.56 | 0.00 | 0.38 | [0.13, 0.67] | 8/300 | 1/300 | 0/300 |
| NitroGen | 0.00 | 0.00 | 0.00 | [-] | 0/300 | 0/300 | 0/300 |
| Open-P2P-1.2B | 0.44 | 0.00 | 0.29 | [0.08, 0.50] | 7/300 | 0/300 | 0/300 |
| GameWAM | 14.00 | 9.88 | 12.63 | [10.79, 14.54] | 155/300 | 79/300 | 16/300 |
Appendix figures & tables14 assets
Supplementary material from the paper’s appendix.
Appendix
| Component | Semantics |
|---|---|
| Key hold / tap | Hold a set of keys throughout the step, or briefly press and release them. |
| Mouse movement | Move to an absolute screen position or apply a relative displacement. |
| Mouse hold / click | Hold one button throughout the step, or click one button. Different buttons may execute concurrently. |
| Mouse scroll | Apply one upward or downward scroll step. |
| Wait | No operation. Advance one step without keyboard or mouse input. |
| Source | Mapping |
|---|---|
| In-house | Recording-specific calibration coefficients. |
| D2E | Source-level for relative input; absolute endpoints for UI operations. |
| Pixel2Play | Hierarchical selection: session GUI fit metadata profile display scale. |
| VPT | in logical coordinates for relative input; absolute endpoints for UI operations. |
| Gaming 500h | Recorded absolute positions projected using capture geometry. |
| Environment | Task and control | Score components | State fields (API) |
|---|---|---|---|
| 2D aiming | Track and click moving targets | Hits accumulated precision | targets_collected , precision_total |
| 2D shooting | Move, aim, and shoot | Enemies defeated | kills |
| 2D collect dodge | Collect while avoiding hazards | Coins collected | coins_collected |
| 2D lane driving | Time lane changes | Coins collected | coins_collected |
| 2D circuit driving | Steer through a route | Checkpoints reached | checkpoints_passed |
| 2D platforming | Run, jump, and dash | Coins, cleared gaps/spikes, and flags | coins_collected , gaps_cleared , spikes_cleared , flags_reached |
| Environment | Task and control | Score components | State fields (API) |
|---|---|---|---|
| 3D aiming | Track and hit targets | Target hits | hits |
| 3D combat arena | Coordinate movement, aim, and fire | Enemies defeated | kills |
| 3D road driving | Follow bends and checkpoints | Checkpoints reached | checkpoints_passed |
| 3D lane driving | Collect and avoid with lane changes | Coins collected | coins_collected |
| 3D spear duel | Track, charge, release, and dodge | Spear hits damage received | spear_hits , damage_taken |
| 3D sword duel | Approach, aim, and strike | Attack hits + defeats damage received | attack_hits , kills , damage_taken |
| (a) Appearance | |||
|---|---|---|---|
| Visual attribute | Native | Perturbed distribution / choice | Applies to |
| Entity hue shift | Uniform over | All games | |
| Entity saturation | 1 | All games | |
| Entity lightness | 1 | All games | |
| Background hue shift | All games | ||
| Background saturation | 1 | All games | |
| Setting | Player-1-9B | Player-1-35B-A3B |
| Actor / critic | Dense 9B / dense 9B | MoE 35B-A3B / dense 9B |
| SFT | ||
| Training trajectories | 6,044 | |
| History (visual–action + action-only) | ||
| Sampling | Pool weights: nine action pools 1 each; Other 0.1 | |
| Epoch budget / global batch | 2 / 512 turns | |
| Envs. | Environment subset | Episodes / env. / step |
|---|---|---|
| 2 | 2D shooting; 3D navigation | 128 |
| 4 | 2-env. subset + 2D circuit driving; 3D aiming | 64 |
| 8 | 4-env. subset + 2D UI crafting; 2D platforming; 3D sword duel; 3D road driving | 32 |
| 16 | Full Player-1-Gym suite | 16 |
| Panel | Tasks / maps | Trials | Budget | Metrics |
|---|---|---|---|---|
| Player-1-Gym | 16 games | 128 / game | 50 decisions | Mean episode return |
| MineDojo-300 | 300 tasks | 8 / task | 1,000 decisions | Success; task coverage counts |
| ViZDoom-10 | 10 maps | 50 / map | 150–2,100 decisions | Scaled return |
| GameWorld | 170 tasks; 34 games | 3 / task | 400 decisions | Success; progress |
| Category | Map | Raw reward rule | Scale |
| Precision shooting | Basic | for eliminating the target; per shot; per tic. | 100 |
| Defend the Center | per kill; on death. | 10 | |
| Defend the Line | per kill; on death. | 10 | |
| Goal navigation | Deadly Corridor | Forward position along the corridor; for collecting armor; on death. | 1000 |
| My Way Home | for reaching the goal; per tic. | 1 | |
| Mobile combat | Battle 1 | per kill. | 10 |
Game-Playing Agents
Game-playing agents use search, learning, and reasoning to choose actions in games with strategic, uncertain, or changing environments.
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